This is Cyrille Fauvel's Typepad Profile.
Join Typepad and start following Cyrille Fauvel's activity
Join Now!
Already a member? Sign In
Cyrille Fauvel
France
Developer on major Autodesk technologies
Interests: Judo, Hand-Ball, Bridge (cards game), Chess, Reading Fantasy / Sci-Fi, Sailing, Wind Surfing
Recent Activity
This is a quick update for Maya 2018 Devkit since our partners are asking about this. I am sorry for the late, but the Maya 2018 Devkit is available on our ADN extranet now, if you are ADN member, you can download it there directly. We are also working on to upload it to Autodesk App Store and Maya Developer Center, I will update the progress here. Continue reading
Posted Aug 14, 2017 at Around the Corner
This is a short update regarding the Maya 2018 devkit. As-is typical for the devkit, it can take a few days to get it posted after our Maya product release. We are awaiting the official release from engineering and they have told us it should be ready in the next few days. Once we receive it, we will get it posted ASAP. Please check back here for the latest information. Thank you for your patience. Continue reading
Posted Jul 31, 2017 at Around the Corner
Image
Another big time for the 2018 release of M&E products, the following products are released on July 25: Maya 2018 Arnold SDK 5.0 MotionBuilder 2018 Mudbox 2018 Entertainment Creation Suite Ultimate 2018 Maya Entertainment Creation Suite Standard 2018 3ds Max Entertainment Creation Suite Standard 2018 Maya 2018 with Softimage For our 3rd party developers, it means you should check out the new APIs and upgrade your plugin to support the latest versions. If you are in our Beta forum, you... Continue reading
Posted Jul 26, 2017 at Around the Corner
With last post we talked about the Best practices while migrating your plugin to Parallel Evaluation, in this post, we will talk about the following 2 new methods, and how to make use of them to improve the performance: MPxNode::preEvaluation MPxNode::postEvaluation Within the old DG system, because MPxNode::setDependentsDirty function is called during dirty propagation, it can be used to manage attribute dirtying, and sometimes, we can cache the computed data in this method to avoid expensive calculations in MPxNode::compute. Let’s... Continue reading
Posted May 22, 2017 at Around the Corner
Image
As we know, starting from Maya 2016, Maya introduces a new evaluation model that enabled better utilization of computer resources by distributing computation over all available cores and taking advantage of GPU compute power. Unlike previous versions of Maya, which was limited to node-level parallelisms, Maya now includes a mechanism for scene-level analysis and parallelization. For example, if your scene contains different characters that are unconstrained to one another, Maya can evaluates each character at the same time. At the... Continue reading
Posted May 10, 2017 at Around the Corner
Image
Version Control is an important feature for a team to work together, and Motionbuilder has its own version control manager that uses simplified versions of the Perforce and Microsoft Visual SourceSafe version control software products. But, how to set it up? How to use the provided API to operate with version control? There are very few information about this, but recently, I spent some time on this, and in what follows I will talk about how to set it up... Continue reading
Posted Jan 17, 2017 at Around the Corner
I believe most of you are familiar with File Reference System, it’s commonly used in different Autodesk products, including Motionbuilder. Recently, some partners are working with file reference in Motionbuilder, they have some confusion and also find some issues. I reviewed this feature on Mobu SDK help again, and I think it worth a post to mention some important point about modifying referenced file within Motionbuilder, we will start with some questions. First of all, there are following 2 terms... Continue reading
Posted Jan 11, 2017 at Around the Corner
Image
Some of you may already know about this, but I think I still need to emphasize it again here. In the past, we used to have Service Packs and Extensions after the Maya main release. But starting from Maya 2017, we will not provide Service Packs or Extensions any more, instead, will use Maya Updates to maintain and update the software regularly, providing new features, and quicker fixes to customer issues. For our plugin developers, one important thing you should... Continue reading
Posted Dec 6, 2016 at Around the Corner
This is an update on previous posts for older versions which can be found here: Maya 2016 Extension 2, Maya 2016,Maya 2015, Maya 2014, Maya 2008 to 2013. Basically, the build environment of Maya 2017 does not change, it’s same as Maya 2016 extension 2, and also almost same as Maya 2016. The main change for Maya 2017 is the version of Qt and PySide, the details are listed as follow and the updated ones are marked in red with... Continue reading
Posted Dec 2, 2016 at Around the Corner
Image
It’s really a big month for Autodesk M&E customers and partners. Why do I say that? Here are the new versions of products that were just released within this month: Autodesk Stingray 1.6 version. Stingray 1.6 is now available for download via your Autodesk Account, Autodesk Knowledge Network, and Steam. For more information about this update version, please refer to the Stingray V1.6 Release Notes in the online documentation. Stingray 1.6 also includes the FBX SDK 2017.1 security update. Autodesk... Continue reading
Posted Dec 2, 2016 at Around the Corner
The last main improvement for Render Setup feature is actually a new feature to render a sequence directly from Maya’s UI without executing a batch render (including support for loading the sequence in the Renderview for review), thanks to engineering team’s contribution, here is the detail if you are interested: Introduction Rendering of image sequences in Maya has traditionally been an offline process for the end-user via command-line or the batch render feature in Maya. This can be limiting for... Continue reading
Posted Nov 27, 2016 at Around the Corner
The 2nd main improvement is about changes to render settings window callbacks to support the new workspaces UI feature, as I mentioned before, this information is also provided by our engineering team. Let’s take a look at the improvement. Introduction One of the changes introduced in Maya 2017 is the new workspaces feature. This feature includes a change that presents some problems for the Render Settings. Maya now retains the state of windows that were open in previous sessions of... Continue reading
Posted Nov 27, 2016 at Around the Corner
As you know in Maya 2016 Extension 2 we introduced the replacement for Maya render layers called “Render Setup”, during that period we introduced this feature to several 3rd party renderers in person. For Maya 2017 we have been making improvements to this feature that will allow for improved support for 3rd party renderers, and other recent changes have the potential to impact 3rd party renderers as well, will talk about the 3 improvements in the following separate blogs, and... Continue reading
Posted Nov 27, 2016 at Around the Corner
Image
Well, it’s pretty easy to add a command into Maya, and I also believe most of our plugin developers know how to add a context/tool within Maya (Context is actually presented with the name “tool” in Maya), if you are not familiar with that, please refer the Command plug-ins section of help doc for the details. In general, contexts in Maya are modes which define how mouse interaction will be interpreted. A context can execute commands, modify the current selection,... Continue reading
Posted Nov 23, 2016 at Around the Corner
Image
Starting from Maya 2017, the Maya team introduced a great improvement to the XGen feature, called “Interactive hair and fur grooming with XGen”. The improvement provides a full range of tools, including sculpting brushes, modifiers, and sculpting layers, dedicated to creating all styles of hair and fur. Interactive grooming descriptions and modifiers are Maya-based nodes, and therefore they can be manipulated in the Node Editor. The cool thing is that these nodes are computed on your system's GPU instead of... Continue reading
Posted Nov 23, 2016 at Around the Corner
While working with Maya, sometimes, we create a set to handle multiple elements as a whole. We can add DG nodes, DAG components or plugs to the set and MFnSet is used to operate with the set, but there is one trap with the API that you need to know. Most of time, the API works well, the issue only happens when checking for a given DAG node component by MFnSet::isMember(const MDagPath& path, const MObject& component, MStatus* st). Currently, if... Continue reading
Posted Oct 24, 2016 at Around the Corner
Image
This is an updated version for Maya 2016.5' PyQt build instructions. This is an updated version of the Maya 2016 build instructions for PyQt and PySide (here). The very good news is that with Maya 2014 & onward, there is no more need to build PySide as it is coming by default in Maya :) libxml, openSSL, OpenAL, python2.7, qt-4.8.5-64 / Maya 2014/2015, qt-4.8.6-64 / Maya 2016 and tbb are also coming by default in the Maya include and lib... Continue reading
Posted Oct 24, 2016 at Around the Corner
To get the current camera of the view pane, usually, we can use the API FBRenderer::CurrentCamera to get the camera. But when there are multiple view panes, the API does not work as you expected, it always return back the camera of the 1st view pane, this is a known issue of Motionbuilder. So how to get the correct camera for the specified view pane? There are 2 different situations. First, let’s take a look at this example, if you... Continue reading
Posted Oct 17, 2016 at Around the Corner
I ran into an issue about Maya 2016 extension 2 hanging earlier this week. The customer has a custom locator node in their scene and Maya hangs when running code like below: import maya.cmds as cmds cmds.evaluationManager(mode="parallel") for i in range(10): cmds.currentTime(i) After spending some time for debugging, the issue was found. It turns out that when Maya is executing Python, it will acquire a Python lock for the interpreter. During the parallel evaluation of your scene caused by cmds.currentTime,... Continue reading
Posted Jul 27, 2016 at Around the Corner
In Maya 2016 Extention 2, Autodesk has completed the native Viewport 2 implementation, and it is now the main viewport. There are many new APIs introduced and I've already posted a blog about Make MPxSurfaceShape selectable in Viewport 2 that was a different change in Maya 2016 Extension 2. Today, I am going to talk about another change for the MPxSubsceneOverride. MPxSubsceneOverride::getInstancedSelectionPath and MPxSubsceneOverride::getSelectionPath are very important for the native Viewport 2 selection, especially for the component selection. When selecting... Continue reading
Posted Jul 27, 2016 at Around the Corner
For the Qt plug-ins, these are the recent changes made that are not reflected in the documentation but are important to know. Using the qmake executable and its qt.conf file from the devkit archive is recommended. The use of this qt.conf file uses MAYA_LOCATION and DEVKIT_LOCATION to locate the expected header/library files. Therefore, users must set both environment variables before building the samples. DEVKIT_LOCATION should point to the directory where the devkit include, mkspecs, cmake directories are located. After running... Continue reading
Posted Jul 27, 2016 at Around the Corner
A couple of months ago, we released Maya 2016 Extension 2 and some people have asked us about Maya 2017 & MotionBuilder 2017. Now, they are here! Maya 2017 & MotionBuilder 2017 have been announced on July 26, 2016, during SIGGRAPH event. As usual, I’d like to highlight some changes/improvements on the API side. Maya API Changes: There are many API improvements in Maya 2017, especially for the Rendering feature. For all the details about API changes/improvements between Maya 2016... Continue reading
Posted Jul 26, 2016 at Around the Corner
Today, we are going to look at a little bit inside of fragment graph's connect element. For the first two attributes, from and to are self-explanatory. Essentially this allows connecting from one fragment's output to another fragment's input. However, the “name” attribute is not well explained. The fragment graph is designed like the dependency graph in Maya. Connecting different nodes and having outputs after running through a series of fragments you'll get the result. But unlike the dependency graph, the... Continue reading
Posted Jul 19, 2016 at Around the Corner
This week, I ran into a strange problem with a multi-threading Python case from a partner. def foo(): for i in range(10): print i # call from main thread foo() # call from separate thread import threading mythread = threading.Thread(target=foo) mythread.start() The output is quite strange: 0 1 2 3 4 5 6 7 8 9 9 8 7 6 5 4 3 2 1 0 The child thread's output order is reversed, how did that happen? After spending some... Continue reading
Posted Jul 19, 2016 at Around the Corner
This is an update on previous posts for older versions which can be found here: Maya 2016, Maya 2015, Maya 2014, Maya 2008 to 2013. Basically, the build environment of Maya 2016 extension 2 is very similar as Maya 2016 with just a few updates, I listed them as follow and marked the updated and new added items in red with links to help you find it quickly. Maya 2016 Extension 2 Windows 64bit Win7x64 Visual Studio 2012 Update 4... Continue reading
Posted Jun 11, 2016 at Around the Corner